Hey ! so as you can see , , when i take my blender model to Unity , the left hand was a little weird , the right one was totally fonctionnal and work well in animation , but the left one are like , the finger are in a position and stretch to the hand postion it’s weird. I didn’t know why what’s doing that because the left hand was well rigged , just like the right one who WORK x) (I didn’t symetrise but i have done my best to do the same bones structure) If you can help me to resolve that plz ;-;
Edit: Also i have asign the Distral (who was didn’t here in the left hand but already asigned in the right hand when i take the model in unity) but the hand are still like that
Looks like you forgot to export all the bones for the hand - out of blender. They are missing in the one Unity image that is high enough resolution to see anything.
the bones was there , i can asign them manially , i didn’t know why it’s done that when i take the model to unity because when i create the FBX , it’s the whole model who was export so… btw thx for the reply ^^
Hmm - could it be possibly related to Tpose? Maybe enforce Tpose in the setup dialogue.
Also - how many bone influences per vertex do you have set in blender? In 3D Max it defaults to 20 lol - so I always have to change this when skinning. Maximum influence is 4 bones per vertex in Unity and other engines.
the problem might be the fbx export. try saving the .blend file directly into your project folder and drag it into your scene from project view. When I have ever had any problems model related this way, it was always a blender thing.
Also, make sure all modifiers are applied, and make sure the model is in object mode when you save it. Ive had problems(mostly with older versions of blender) when I saved a model in edit mode.